using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace Kamikaze
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        public static Game1 Self;

       // Song song;

       // SoundEffect effect;

        


        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            graphics.PreferredBackBufferWidth = 640; 
            graphics.PreferredBackBufferHeight = 400;
            Content.RootDirectory = "Content";
            
            Self = this;
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            SceneManager.setScene(new Menu());

           
             
           // personagem = new Personagem(Content.Load<Texture2D>("quote"), 34 ,33);
           //// personagem = new Personagem(Content.Load<Texture2D>("quote"), 32, 32);..
           // personagem.posicao = new Vector2(300, 300);
           // rolagemCena = new RolagemCena(Content.Load<Texture2D>("cenario"), Content.Load<Texture2D>("cenario2"), 0,0);
           // pedra = new Objeto2D(Content.Load<Texture2D>("pedra"));
           // pedra.posicao = new Vector2(640, 290);
            
            
            
            
            //CenarioManager.Initialize(Content.Load<Texture2D>("cenario2"));
            //CenarioManager.AddCenario(new Vector2(300, 300), 0);


            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            SceneManager.update(gameTime); 

            //rolagemCena.Update(gameTime);

            //personagem.Update(gameTime);

           // pedra.posicao.X -= 3;

            //Console.WriteLine(pedra.hitTestObject(personagem));
            //if(pedra.hitTestObject(personagem))
            // {
                
            //   personagem.visible = false;
            // }

           

            // TODO: Add your update logic here

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.Black);


            // TODO: Add your drawing code here


            spriteBatch.Begin();
            

            
            
            SceneManager.draw(spriteBatch);

           //CenarioManager.Draw(spriteBatch);
           //rolagemCena.Draw(spriteBatch);
            
           // personagem.Draw(spriteBatch);
           //  pedra.Draw(spriteBatch);
            
            spriteBatch.End();
            

            base.Draw(gameTime);
        }
    }
}
